UnityShader使用图像叠加实现运动模糊

本文实例为大家分享了UnityShader实现运动模糊的具体代码,供大家参考,具体内容如下

1.此代码挂在摄像机上,使摄像机运动起来

using UnityEngine;

using System.Collections;

public class Translating : MonoBehaviour {

public float speed = 10.0f;

public Vector3 startPoint = Vector3.zero;

public Vector3 endPoint = Vector3.zero;

public Vector3 lookAt = Vector3.zero;

public bool pingpong = true;

private Vector3 curEndPoint = Vector3.zero;

// Use this for initialization

void Start () {

transform.position = startPoint;

curEndPoint = endPoint;

}

// Update is called once per frame

void Update () {

transform.position = Vector3.Slerp(transform.position, curEndPoint, Time.deltaTime * speed);

transform.LookAt(lookAt);

if (pingpong) {

if (Vector3.Distance(transform.position, curEndPoint) < 0.001f) {

curEndPoint = Vector3.Distance(curEndPoint, endPoint) < Vector3.Distance(curEndPoint, startPoint) ? startPoint : endPoint;

}

}

}

}

2.此代码挂在摄像机上

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class MotionBlur : PostEffectsBase

{

public Shader MotionBlurShader;

private Material _motionBlurMaterial = null;

public Material Material

{

get

{

_motionBlurMaterial = CheckShaderAndCreateMaterial(MotionBlurShader, _motionBlurMaterial);

return _motionBlurMaterial;

}

}

//定义运动模糊在混合图像时使用的模糊参数,值越大,拖尾越明显,但过大会完全替代当前帧的渲染结果,所以最大为0.9

[Range(0.0f, 0.9f)] public float BlurAmount = 0.5f;

//定义一个RenderTexture类型的变量,保存之前图像叠加的结果

private RenderTexture _accumulationTexture;

//当脚本不运行时,立即销毁,这样在下一次开始运行时会重新叠加图像

void OnDisable()

{

DestroyImmediate(_accumulationTexture);

}

void OnRenderImage(RenderTexture src, RenderTexture dest)

{

if (Material != null)

{

//判断用于混合图像的_accumulationTexture是否为空,或者是否与当前屏幕分辨率相等

//如果不满足,需要重新创建

if (_accumulationTexture == null || _accumulationTexture.width != src.width ||

_accumulationTexture.height != src.height)

{

//立即销毁当前_accumulationTexture

DestroyImmediate(_accumulationTexture);

//创建一个与当前屏幕分辨率相等的

_accumulationTexture = new RenderTexture(src.width, src.height, 0);

//由于我们自己控制这个变量的销毁,所以不需要他显示在Hierarchy中,也不需要保存在场景中

_accumulationTexture.hideFlags = HideFlags.HideAndDontSave;

//使用当前的帧图像初始化_accumulationTexture

Graphics.Blit(src, _accumulationTexture);

}

//对渲染纹理进行恢复操作,发生在渲染的纹理而该纹理又没有被提前清空或销毁的情况下

//运动模糊每次调用OnRenderImage函数,都需要把当前纹理与_accumulationTexture中的图像混合,所以_accumulationTexture不需要被提前清空

_accumulationTexture.MarkRestoreExpected();

//将参数传给材质

Material.SetFloat("_BlurAmount", 1.0f - BlurAmount);

//把当前的屏幕图像叠加到_accumulationTexture

Graphics.Blit(src, _accumulationTexture, Material);

//把叠加后的图像输出到屏幕

Graphics.Blit(_accumulationTexture, dest);

}

else

{

Graphics.Blit(src, dest);

}

}

}

3.此Shader赋值给代码2

Shader "Unity Shaders Book/Chapter 12/MotionBlur"

{

Properties

{

_MainTex ("Base (RGB)", 2D) = "white" {}

//混合系数

_BlurAmount("Blur Amount", Float) = 1.0

}

SubShader

{

CGINCLUDE

#include "UnityCG.cginc"

sampler2D _MainTex;

fixed _BlurAmount;

//定义顶点着色器

struct v2f {

float4 pos : SV_POSITION;

half2 uv : TEXCOORD0;

};

v2f vert(appdata_img v) {

v2f o;

o.pos = UnityObjectToClipPos(v.vertex);

o.uv = v.texcoord;

return o;

}

//定义第一个片元着色器,用于更新渲染纹理的RGB通道部分

fixed4 fragRGB(v2f i) : SV_Target{

//将A通道的值设为_BlurAmount,这样在后面混合时可直接使用透明通道进行混合

return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);

}

//定义第二个片元着色器,用于更新渲染纹理的A通道部分

half4 fragA(v2f i) : SV_Target{

//直接返回采样结果,为了维护渲染纹理的透明通道值,不让其受到混合时使用的透明度值的影响

return tex2D(_MainTex, i.uv);

}

ENDCG

ZTest Always Cull Off Zwrite Off

//第一个Pass,用于更新渲染纹理的RGB通道

Pass

{

Blend SrcAlpha OneMinusSrcAlpha

ColorMask RGB

CGPROGRAM

#pragma vertex vert

#pragma fragment fragRGB

ENDCG

}

//第二个Pass,用于更新渲染纹理的A通道

Pass

{

Blend One Zero

ColorMask A

CGPROGRAM

#pragma vertex vert

#pragma fragment fragA

ENDCG

}

}

Fallback Off

}

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